Rpcs3 Compatible Games
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- RPCS3, so far the best and most stable PS3 emulator has made a bit more progress in its development. It now has the support to run games, that are actually playable. The game showcased this time is Sonic CD. Although this is a PS3 game, it’s a pretty old one (is it even a PS3 Game?!).
- RPCS3 PS3 Emulator: Playable State Game Support Added. It now has the support to run games, that are actually playable. The game showcased this time is Sonic CD. Although this is a PS3 game, it’s a pretty old one (is it even a PS3 Game?!). The RCPS3 emulation isn’t perfect yet, the frame rate of the game is pretty low. In fact, check out the gameplay yourself.
- Jan 13, 2019 If the Game ID is already listed: Click the Game ID on the compatibility list and you'll be redirected to the forum thread for it, where you can submit a new post. If the Game ID is not yet listed: Go to our Commercial Games Section and open a new thread on the appropriate category, depending on your game's compatibility.
- NakedSnake1995 NEWS UPDATE: With the huge efforts of the RPCS3 developers, Metal Gear Solid 4 - Guns Of The Patriots is now playable Ingame, the game shows great performance and uncap framerate is possible with the help of a config file, the title is running on the latest Master build.
- RPCS3 is an experimental open-source Sony PlayStation 3 emulator and debugger written in C which currently supports Windows, Linux and BSD. Jump to content my subreddits.
- You can use RPCS3 to play many PS3 games on your Windows or Linux computer. However, it does not support all of the PS3 game titles and requires that you have a high end computer hardware. In order to use RPCS3 to play PS3 games on your desktop computer, your computer must have at least a quad-core CPU with 64-bit instruction set, 2GB system RAM and a GPU with Vulcan support.
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RPCS3 is now good enough to emulate some games at full speed, therefore this guide. Remember most games aren’t playable yet always check the official compatibility list before attempting to emulate something so you don’t waste time.
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Comments
commented Jan 23, 2016 • edited by AniLeo
edited by AniLeo
Since there isn't one yet if possible I would like to contribute with the project by taking care of that. I have an extensive knowledge in WordPress customization and my goal is to complete the task ASAP. Let me know. |
commented Jan 23, 2016
@Paul-C-F Also is WordPress the best tool for the job? But since you say to have extensive experience with WordPress, you might be able to make it work. |
commented Jan 23, 2016
Hi Tambry, WordPress will be perfect for the task since it is fully extensible. For the programmers what I would do is to create a custom Wordpress plugin that accommodates the data structure defined on the spreadsheet you've specified (test_comp). This allows us to enter data using standard forms, search it, filter it and display it in the website in any shape of form that we want. For the regular users I would create a simplified plugin to display a table on the website that can be filtered or sorted. We could also integrate it with Pastie and GitHub using its API so there will be no need to jump back and forth copying and pasting data. |
commented Jan 23, 2016
@Paul-C-F |
commented Jan 23, 2016
That should be no problem, since I'll store this on a database I'll collect all the requirements with you and the other folks and then I'll work on a diagram for normalization and other tasks which then I'll run by you one more time before any coding is done. As of the log files as long as they are standardized string parsing will do the trick. An option to upload attachments should assist the users and developer in the process of including helpful debug information. We can certainly limit some of the options if we need for non-developers (or non-logged in users) to report their own issues with certain games. |
commented Jan 27, 2016
I'm just going to setup something based on that spreadsheet on a temporary site within the next 2 weeks and then I'll ask you to try it. |
commented Jan 27, 2016
Well, for starters something that would parse current forum and build compatibility list from there would be nice. |
commented Jan 28, 2016
@danilaml But the forum 'compatibility' list is quite bad. Quite many of them likely are in the wrong category. I'd prefer a fresh start. |
commented Jan 28, 2016
@tambry It'be better to export forum list as a table though. It'd be much easier to work with and move them to the right category. We already have quite big collection of games reported. |
commented Jan 28, 2016
@danilaml Exporting it as a table makes sense, but I still think that the compatibility list should be started from scratch, so we can have all the info from all games. |
commented Jan 28, 2016
I need to put together the data structure for the title list before any importing or scrapping is done, I'll need some help with this: Game Title Structure
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commented Jan 29, 2016
Let me know about the following approach: A nice emulator compability frontend: http://xenia.jp/compatibility/ As you can see in this case they link the compability table to a GitHub project setup just to store compatibility updates (https://github.com/xenia-project/game-compatibility). When using GitHub to achieve that they can then 'tag' each issue with 'playable, menus, etc', which then can be read back by the front end that gets displayed on the website. Log files can be attached to the issue by dragging and dropping a txt file onto the comment editor. (https://help.github.com/articles/file-attachments-on-issues-and-pull-requests/). Gameplay screenshots also can be dragged and dropped onto the issue (JPEG, PNG, GIF). If everyone agrees I can create a wordpress plugin that does the same thing:
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commented Jan 29, 2016
While Xenia compatibility frontend for normal users seems OK, I'm not sure if Github issue tracker is a good choice for a backend. If you want a Github project set up for committing code or whatever, let me know. |
commented Jan 29, 2016
Gotcha. The user front-end is very simple I agree, but perhaps it should be that way for 'normal' visitors that just want to quickly check the compat for a certain game. Could you please provide me with a *_complete *_game compatibility *_sample *_so I can come up at least with the initial version of the custom backend? After I get that done we'll see what can be improved. If you already know of something that should be implemented or not in the current way that you guys are doing it then please send to me the sample in the way it should be like so I don't waste time later deleting stuff that shouldn't really be there. Looking forward |
commented Jan 29, 2016
For me, something like in https://docs.google.com/spreadsheets/d/1DJHDYrBKz9ligX5WmWCXkealUNhW_mbE-FevrJC6_nQ/edit#gid=0 seems OK (simplified of course). I think there should at least be revision and log columns. |
commented Jan 29, 2016
Ok so here we go, I created a diagram using draw.io, if someone would like to edit it as well let me know and i'll share the google drive file with you. By looking at the forum and the spreadsheet I came up with this diagram, please revise and get back to me with suggestions, questions and corrections. |
commented Jan 29, 2016
@Paul-C-F I don't think a klic is really needed for a game, as user never really has to worry about it, and it would be only useful for decrypting EDAT files, but which we nowadays do automatically. |
commented Jan 29, 2016
Excellent, klic will be removed. I'll wait for more suggestions like this until we almost perfect that diagram, then I'll jump into the plugin creation. |
commented Jan 29, 2016
One more thing, keep in mind that we can hide developer only data from regular users but we still need to store them. |
commented Jan 30, 2016
Small update, keep coming the comments. |
commented Jan 30, 2016
@Paul-C-F
Also if we require the user to upload the config file, we could simply parse it for all the info, and notify the user, if he used some possibly problematic settings (using a recompiler, different filesystem paths, etc). Would be lovely to have all settings like that displayed in a more human-readable format. |
commented Jan 30, 2016
Here we go, 'Game Settings' now can take an attachment which happens to be the an user config file. In this case it servers both ways, either the user enters some specific Key Value pair settings, eg: Renderer = DX12 and/or he uploads the config file. Visitors can opt to manually change their config based on the suggested settings or download the provided ini file which happens to be stored under Attachments under the 'Config' category. |
commented Jan 30, 2016
And the 'Tags' will hold the necessary tags/flags which can be assigned to a Game. |
commented Jan 30, 2016
One last thing, the INI attached by the uploader can than be parsed by the system and we could allow the visitor to upload his INI config and compare side by side the settings flagging different and missing values among them. |
commented Feb 9, 2016
the question is how can we control if all setting in the ini ar used in the currend version. because in the ner furture stable versions of the emulator and ther will be test versions with test settings that exist jast in one build. |
commented Feb 9, 2016
@annahana There have never been 'test options' on the master branch for past 2 years. There may be non-master builds shared to more trusted testers before they're merged into master, though. But those shouldn't ever be used to determine statuses of games, and the status of games should only be tested on master branch with no modifications. |
commented Feb 9, 2016
I've added 'MinAppVersion' to the game title to denote the minimum emulator version required to run the title. The same column is available under Game Settings and individual Setting Values. if this column is set to let's say '1.1' then we can have a simple combo box on the UI that will allow the user to filter the settings that was certified to work with the minimum app version that he selected. If no min app version is set then the setting is always visible. |
commented Feb 9, 2016
Perhaps it should log out the binaries SHA1 in the log so you can check where it came from. |
commented Feb 9, 2016
@paulsapps That would be useful, but it would be best to have it simply log as 'official' or 'unofficial', but I'm not sure how useful that would be. |
commented Feb 9, 2016
@tambry I thought it already did: |
commented Feb 9, 2016
@danilaml That's the tag, the commit number and some of the first characters of the commit hash(?), AFAIK. |
commented Feb 9, 2016
@tambry do you want the full hash? 39bc897 is enough to identify commit most of the time. |
commented Feb 9, 2016
@danilaml It will help identify commit, but it won't help us identify, whether the build was an official build or not. |
commented Feb 9, 2016
@tambry there is no official builds though. And all builds built from the same commit should function the same. And you want be able to identify if the build was 'official' if we don't start providing signed builds. If you meant official build as if 'built from main branch of RPCS3 repo' when commit SHA is enough for that. .TIP: The sails of the sunken ships hide polyps and sharks. Press Button Batter the map. But the movie characters and basic gameplay are oriented to give younger players a good gaming experience. Use the map to find the polyps so you don't wander around and become shark food.TIP: Fishfriends can be selected from the screen. The little mermaid font free download. Ariel Disney's The Little Mermaid will have you humming 'Under the Sea' in no time. |
commented Feb 9, 2016
Well, I guess commit SHA is actually enough. Maybe it would be enough to have the user check a checkbox, that they used an official build from here or AppVeyor artifacts. |
commented Feb 9, 2016
@tambry I don't see the point of doing that though. What if they built RPCS3 themselves? What if it's from emunewz? There's been no problems with any builds that are built from master branch. (correction: there was problem with Bigpet builds when openal dll was renamed and his build script didn't account for that but that had no impact on game emulation). |
commented Feb 9, 2016
@danilaml I guess it would be best to then have the script check the current commit hash and the log's commit hash. That would probably make most sense then. |
commented Feb 9, 2016
Since people could build with diff compiler options etc I think it would make sense for people to only test with 'official' builds so dev time isn't wasted on hacked or bugged builds. If the log had the SHA1 of the executing binary it could be tagged against the build server build? I guess that could still be faked if someone really wanted to sabotage. |
commented Feb 9, 2016
@paulsapps what compiler options? You just clone and then build. Wrong compiler options - the game won't start. If a person is familiar enough that it can tweak different settings then it most likely will think to include it in the report. If people wan't to sabotage they can easily do it with any build - just post bogus info. |
commented Feb 9, 2016
Well the likes of zangetsu changes optimization settings which can expose compiler bugs. Printing the binary hash in the log isn't that extreme. |
commented Feb 9, 2016
@paulsapps it will be tagged with different commit sha. |
commented Feb 10, 2016
@danilaml It won't, if he doesn't commit. |
commented Mar 5, 2016
@Paul-C-F Did you manage to get the list up and running somewhere? |
commented Mar 5, 2016
I was actually waiting to see if someone had something to On 3/5/2016 6:29 AM, Haapavuo wrote:
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commented Mar 18, 2016
Any news? |
commented Mar 18, 2016
Alright then, since the discussion here has ended and nobody made any comments or suggestions I will get started this weekend and as soon as I have it ready for testing will upload on a temporary hosting so you guys can check it out and get back to me. |
commented Mar 22, 2016
I think it should be a good idea that under each game's status there was an entry for each renderer (openGL, dx12, vulkan) because they still have differences between them |
commented Apr 16, 2016
Any news on it? |
commented Apr 19, 2016
it's in the works, estimate time for testing: 2 weeks On 4/16/2016 5:55 PM, AnnieL wrote:
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Rpcs3 Emulator
commented Apr 19, 2016
I made this change to accommodate your request, based on this game status changes can have specific setting values tied to them: |
commented Apr 20, 2016
I have a few suggestions that (in my opinion) would improve design:
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commented Apr 20, 2016 • edited by ghost
edited by ghost
Thanks for the input. Please see bellow an updated version of the diagram. |
commented May 1, 2016
Sorry for the delay. The reason is that, for example, a game could be 'Playable' ( I think |
commented May 29, 2016
Good point. |
commented Oct 14, 2016
Any updates on this? |
commented Jan 29, 2017
Closing since it hasn't been updated for 8 months and we now have a compatibility list on our website |
The goal of this project is to experiment, research, and educate on the topic of PlayStation 3 emulation that can be performed on compatible devices and operating systems. All information was obtained legally by purchasing PlayStation 3 hardware and software. Additional information was obtained from various sources on the internet that include but is not limited to system hardware and software documentation.
RPCS3 is an open-source Sony PlayStation 3 emulator and debugger written in C++ for Windows and Linux. The emulator has been in development since early 2011 and currently supports modern Vulkan, OpenGL and Direct3D 12 renderers. The emulator is capable of booting and playing a decent amount of commercial games and many more are becoming playable with future developments. The source code for RPCS3 is hosted publicly on our GitHub. You're welcome to grab the latest compiled revisions from our AppVeyor or compile your own build for personal use.
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High Resolution Rendering
One of the most anticipated features has just been added to RPCS3! High resolution rendering allows users to play at resolutions far exceeding what the PS3 could handle. If you thought your favourite PS3 games were starting to look a bit dated, just wait until you get to experience them in up to 10k! Although, we doubt many users will have the setup necessary to benefit from 10k today, emulation is all about preserving for tomorrow.
Performance
Rpcs3 Compatible Games Free
Rendering a modern PC game in high resolutions such as 4k, while beautiful, is quite taxing on your hardware and there is often a massive hit in performance. However, since most of the workload for RPCS3 is on the CPU and GPU usage is low, there is a lot of untapped performance just waiting to be used. All processing is done CPU side, and as far as the GPU is concerned it is simply rendering 2006 era graphics (yes, the PS3 is 11 years old now). We’re happy to report that anyone with a dedicated graphics card that has Vulkan support can expect identical performance at 4k.
Anisotropic Filtering (AF)
High resolution support wasn’t the only thing that was added in this update! Another reason for such a massive upgrade in visual fidelity is having full 16x AF support. This greatly improves how textures can look, especially when viewed at an angle. Take a look at the below screenshots of Ni no Kuni as an example of the default AF vs forced 16x. The difference is especially noticeable on the ground inside the gate.
RPCS3 Compatibility List
These are the current compatible games that have been tested with the emulator. This list is subject to change frequently